//-------------------------------------------------
inline void CObject3D::AddYaw(float _fRadians)
{
	m_fYaw += _fRadians;
}

//-------------------------------------------------
inline void CObject3D::AddPitch(float _fRadians)
{
	m_fPitch += _fRadians;
}

//-------------------------------------------------
inline void CObject3D::AddRoll(float _fRadians)
{
	m_fRoll += _fRadians;
}

//-------------------------------------------------
inline void CObject3D::SetPosition(const Vect3f& _position)
{
	m_Position = _position;
}

//-------------------------------------------------
inline void CObject3D::SetScale(const Vect3f& _scale)
{
	m_Scale = _scale;
}

//-------------------------------------------------
inline void CObject3D::SetYaw(float _fYaw)
{
	m_fYaw = _fYaw;
}

//-------------------------------------------------
inline void CObject3D::SetPitch(float _fPitch)
{
	m_fPitch = _fPitch;
}

//-------------------------------------------------
inline void CObject3D::SetRoll(float _fRoll)
{
	m_fRoll = _fRoll;
}

//-------------------------------------------------
inline void CObject3D::SetVisible(bool _bVisible)
{
	m_bVisible = _bVisible;
}

//-------------------------------------------------
inline const Vect3f& CObject3D::GetPosition() const
{
	return m_Position;
}

//-------------------------------------------------
inline const Vect3f& CObject3D::GetScale() const
{
	return m_Scale;
}

//-------------------------------------------------
inline float CObject3D::GetYaw() const
{
	return m_fYaw;
}

//-------------------------------------------------
inline float CObject3D::GetPitch() const
{
	return m_fPitch;
}

//-------------------------------------------------
inline float CObject3D::GetRoll() const
{
	return m_fRoll;
}

//-------------------------------------------------
inline bool CObject3D::GetVisible() const
{
	return m_bVisible;
}


